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Alignment. Who needs it?
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<blockquote data-quote="Umbran" data-source="post: 1508983" data-attributes="member: 177"><p>True. That's why I try to spell it out explicitly whenever I see it in a thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>For the typical GURPS or White Wolf style of systems, I tend to agree with you. Unless you have a group of players who really want to play up their flaws for character reasons, these systems are rather analogous to having odd value racial attribute penalties. They allow a player to maximize benefit while minimizing detriment, which isn't so hot.</p><p></p><p>However, it isn't the only way to work a merits/flaws system. For d20 games, Merits are probably best worked as feats. Don't need a new mechanic for them. Flaws, however can be worked differently. Say that the benefit you earn from a flaw only comes into play when the flaw has an impact or bearing on the game. They only earn the biscuit when the flaw hurts them, not when they manage to hide it away.</p><p></p><p>For example, if your character has a paralyzing fear of water, and the situation demands crossing an ocean, and the player role-plays that fear and it's effects well, perhaps they get an XP bonus, or they earn a Hero Point, or somesuch. </p><p></p><p>If the benefits earned are well-considered compared to the detriments of the flaw, this avoids both the level-assumption problem and the "hide your flaws" problem.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1508983, member: 177"] True. That's why I try to spell it out explicitly whenever I see it in a thread :) For the typical GURPS or White Wolf style of systems, I tend to agree with you. Unless you have a group of players who really want to play up their flaws for character reasons, these systems are rather analogous to having odd value racial attribute penalties. They allow a player to maximize benefit while minimizing detriment, which isn't so hot. However, it isn't the only way to work a merits/flaws system. For d20 games, Merits are probably best worked as feats. Don't need a new mechanic for them. Flaws, however can be worked differently. Say that the benefit you earn from a flaw only comes into play when the flaw has an impact or bearing on the game. They only earn the biscuit when the flaw hurts them, not when they manage to hide it away. For example, if your character has a paralyzing fear of water, and the situation demands crossing an ocean, and the player role-plays that fear and it's effects well, perhaps they get an XP bonus, or they earn a Hero Point, or somesuch. If the benefits earned are well-considered compared to the detriments of the flaw, this avoids both the level-assumption problem and the "hide your flaws" problem. [/QUOTE]
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